○ Tiger Magnum (236C)→ (46C in 236C) Cobra Spike→ (6C in 46C) Leopard launcherDerived stage 3.Gap of about Magnum receive anti-sure to be derived guard accepted, the third stage even without a hit is the same technique

○ Glow error field (214B) → Phalanx Cannon (s Tame) (after a successful 214B, 236 + B)Versus missile strike. Attack roll and get in close contact with the opponent, with damage.Phalanx can be derived when taking a missile in the blow. Shoot the missile forward.

○ sentinel dump (22C-down opponent in 623C or)Busta attack of Kanji.If not flying on the fly down opponent, the attack fell on the spot.When hit? Can be canceled in the mortal.

○ Valiant crash (236D) (6 236D when added in weakness) → Valiant Charger (s Tame)With armor. Additional effect on the weakness.Non-Guarding: When additional weakness. Carry more than half of the screen as burnishing. Tracking in Section 6. Is possible to jump out the attack while tracking.

○ Growler Field (214B)(Chargeable) → Phallanx Cannon (After a successful 214B, 236B)Anti-projectile guardpoint. Has a hitbox and does damage if next to opponent.Phallanx can be activated when a projectile has been succesfully guarded, and fires forward projectiles.

○ Sentinel Dump (623C or 22C on downed opponent)Kanji's Buster attack.On a not-downed opponent, it launches them in place and hits them as they land.Special cancelable (on hit?)

Explanation of permutation.n.r22＋AorBorC Usable in air 30% Curse on hitOn activation, a spider drops down from the top after some delay.The location the spider drops from is determined by the button pressed. A B C ｜ ｜ ｜wall ｜ ｜ ｜ wall ｜ ｜ ｜ Spider S S Something like this

(The formatting for his diagram got mauled, but I think this is what he meant)

On Curse Mode:・Gauge depletion has been slightly slowed compared to EX, but bug summons use up curse meter.- Gauge depletion by bug is roughly (this is by eye, so these probably aren't actual values)A Bug: 10% B Bug: 15% C Bug: 20% D Bug 30%Overdrive (Only has effect during curse):- Activating Overdrive freezes the curse gauge.- While in Overdrive, summoning bugs does not deplete curse meter.- Overdrive duration changes depending on Arakune's health at activation.- 100% health > roughly 12 seconds, 50% health > roughly 14 seconds, <1% health > roughly 16 secondsA plus minus B:41236+A, Usable in air, Only usable during curse- Using causes Arakune to spit out a different colored mist than Zero Vector.- If the opponent inhales it, the curse gauge will freeze for roughly 30% duration.- Like the Overdrive, using bugs will not cause the gauge to deplete in this state.

Extra notes on permu:Spider appears about 1 second after the command input.Hitstun is about the same as JDCommand input makes Arakune move somewhat similarly to JD?Spider locations are fixed and controlled with abc, so probably all the opponent can do about it is move to a spot where it doesn't hit.Spider decends fast enough that it's probably impossible to dodge on visual confirmation.Arakune's animation for the move is the same for all versions, so the opponent can't tell which location the spider will drop at.

Other Observations on Moves and Damage:・No particular changes to JB so far・Damage decrease for spinning wheel・All 3 hits of 6C hits for about 2119 raw・BPQ motion is now JD・5D→3C→Bpermu for okizeme. Can also do equal 0 after 3C.・JB・JA・6D connects after throw. 6C/5D didn't work・2C does multiple hits, 5 max・Corner 2C・5D airhit causes wall slide（Wall slide time is same as GG）・2D full hit gives about 30% curse・3C ground homing added・6D in corner no longer goes offscreen and 2C 5th hit→6D now connects・Corner 100% curse combo: Corner 2C→6D→5A(jc)→6D→JD→land 6D

Extra:For combos during curse, if a±b is not used mid combo curse mode ends immediately. Hitstun is about the same as mist, so if you just replace the Zero Vectors used mid-combo for curse gain with a±b you might be able to combo like before. In other words, CD bug combo parts which use a lot of gauge should be used while a±b is active. In Wheel→C Bug→D Bug combo parts, if you delay D Bug summoning you can hit with a±b. Well, even before that, there's the problem of not being able to use C/D bugs as freely to catch your opponent... The rest might depend on the Crush Trigger.

Regarding 2C:Only the 5th hit floats the opponent to the top right like in EX. Hits 1-4 are just multi-hits. Even if hits 2・3・4 whiff, the opponent will probably float as long as the 5th hit connects. (He notes that this is all observations, so some things may be wrong and there's no proof that this is how Arakune actually works).

6A:startup unchanged. still cannot be special cancelled. more recovery? knockdown unconfirmed. throw cancellable(hit only)6B: no change. special, landing cancel unconfirmed.6C: dash cancel removed. launch changed(close to cs2). 5c>6c no change doesnt combo on standing hit. if near corner, you can pick up with 5b(2) at a good height. 6c>6d confirmed.6D: didnt use it so dunno, looks the same from watching other ppl.

3C: no change. low profile unconfirmed.

JA: no change. cancellable into itself. throw cancel unconfirmed.JB: felt easier to use than in extend. attack lvl doesnt look like it changed.JC no change can still be used as you want. attack lvl looks same as in extend. landing recovery exists. counter hit on grounded comboing into 2d unconfirmed.J2C: no change. hitbox's weirdness doesnt look like it has changed.JD: no change. landing recovery exists. air dash combo timing didnt feel awkward, no change.

N投げ:dm1300。必キャン可。凍結時間はCSeと同じくらい。投げ>(霧槍スカ)>ダッシュ5B確認 。 special cancellable, freeze time about same as in extend. throw>b ice car whiff>dash 5b confirmed.4投げ:dm1300。あまり振っていないが、変わっていないと思われる。didnt really use it, dont think it changed.空投げ:未確認。 unconfirmed

(236A): the current a ice sword.(J236A): the current c air ice sword. landing recovery exists. can air dash after move if you still have air option left.(236D): didnt really use it much, but didnt feel suprisingly different from current one.(J236D): 1 sword only, shoots a thick piece of ice. 3 hits. shots in the current a air ice sword angle.(214B): ground ver onl. a and c ver removed. first hit is a low and wallbounds. 2nd hit knocks down. techable once they hit ground. 2nd hit can be charged, 2nd hit wont come out if you continue to hold the button. cuz of dis, hold the button so you get the wallbound of 1st hit whend doing corner combos. recovery on 1st hit only feels like double of the current one. 1st hit>2nd hit is very high chance that has the same untech time as current c ice car(214D): ground ver only. 2nd hit wall sticks. alot is unknown.(623B): a ver removed. properties are somewhere between current a and b fubuki. fubuki>6c doesnt combo. fubuki>5c doesnt combo either.(623C): more recovery?(felt awkward when picking up off counter hit) rehhyou combo unconfirmed, but untech time doesnt look like it changed(623D): only use it midscreen but no change. corner hit unconfirmed.(22C): command changed. big difference from current one, over in 4 fast hits. opponent gets staggered. if they recover from stagger as quick as possible, it is believed that you have the frame advantage. if you try throw it out again and you arent close to them, then you do a whiff animation. the whiff animation looks like its about the same amount of frames as makoto's parry.→追加(雪華塵中にD):雪華塵後相手を斬り抜けて凍結させ、一定時間後真上に吹き飛ばす。followu p: after sekka you cut thru and freeze them. they get launched straight up. 斬り抜ける関係上位置が入れ替わる。なお画面端の相手を斬り抜けた場合も位置が入れ替わる you sideswap after you cut thru them. so near the corner youll swap spots 吹き飛ばし後の相手は接地まで受身不能であるため追撃可能。ジンの硬直は長い。after they get launched they cant tech until they hit the ground so you can follow up with combo. long recovery on jin.(J214C): new move. the one in the pv. mid hit. after the attack you move up diagonally a bit. cannot move until you land on ground. landing reocvery exists. hard knockdown on opponent(down that cannot be emergency teched). counter hit properties unconfirmed. j.a>kj doesnt combo. j.b>kj combos, startup looks about the same as current a ice car. alot is unknown(J214D): hizans en's powered up ver. block type unknown. opponent slides down after hit.landing recovery exsts. youre at a bit of a distance away after landing. tried to pick up with 6c but didnt combo.but it fels like it has prett good proration. alot is unkown.

▼DD(632146C): dunno if it was cuz it got blocked, but doesnt feel like much has changed. alot is unknown.(632146D): raw hiyoku dmg is 2958. recovery is same as in extend. techable on counter hit. min dmg unknown.(J632146D): ice arrow shot in same sangle as current b air ice sword. knockdown after hit. same dmg as ground ver.(236236D): low catch unconfirmed. entire move's frames improved? both hits together did 3060 so no change. freeze time didnt feel like it changed.

▼ODalot is unknown, but freeze count limit becomes very lenient in this state.(JA>JC(凍結)>jc>JA>JC(凍結)を確認)j.a>j.c(freeze)>dj.a>j. c(freeze) confirmed

6A: knockdown confirmed. but doesnt seem you can use it like you would think you can(3c stuff i guess)6C: midscreen normal hit 6c>b ice car doesnt combo. only gattles into ct on hit. cOD confirmed3C: cOD confirmed

JC: count er hit in air untech time increased. only looked at someone else do it, counter hit on ground doesnt combo into 2d.JD: cOD confirmed

▼OD ver has [OD] header on it【OD】(236A): freeze confirmed(236D): no charge and charged ver have huge property differences no charge. flys at same speed as current b ice sword. more recovery than current b ice sword? charged. flys at same speed as current c ice sword. same recovery as current c ice sword? air movement possible after the move. very little landing recovery.(214B): 1st hit has same move proration. midscreen 3c>stop at 1st hit if it nets knockdown unconfirmed(possible that they just didnt tech)(214D): improved proration? 5c>5d>ex ice car>5c>6c>rehhyou = about 3.4k dmg(623B): counter hit in air untechable until they hit ground【OD】(623B): freeze confirmed. but unlike ex jin's b fubuki, they unfreeze while falling.(623C): same move proration confirmed. upper part of the hitbox has gotten smaller, rehhyou combo looks difficult(623D): 1st hit same move proration confirmed.(22C): lock move. locks them even on air hit. they eat the move on ground. but on air hit it will only lock them depending on height. it whiffs above jin's head startup is thought to be 7 frames or less. b ice car wallbound>sekka route(they eat it on ground) confirmed. fastes t recovery from stagger state looks like we're at the frame advantage. similar situation as current madao route counter hit state in whiff motion. (this part is kinda odd to translate, same as be4 pretty much)(J214C): on counter hit, no special property change. after high up hizansen route, if midscreen you backaway quite a distance so no problem【OD】 freeze confirmed. freeze time last long enough to follow up with dash 5b after landing. same move proration confirmed.(J214D): 2 hit move. 1st hit's hitbox hits horizontally, freezes. 2nd hit hits high. 2nd hit must land to pick up with 6c after landing

M: Yes. The gauge that is used for Break Burst and Overdrive recovers over time, and it carries over between the rounds. If you use it in the first round, you can use it again around the end of the second round. Since I have no idea about the Overdrive’s influence on the fighting scene, I look forward to seeing it in action. By the way, this change isn’t in the build used in the loketest that started on August 6th, but we’re planning to give you improved versions of super-moves while in Overdrive.

As we are moving to Ikaruga, we wanted the game to feel completely new. Each and every move, the system, the visuals, the music, sound effects etc.For example, we have moved in the direction where the time you combo is less. There is nothing wrong with hard combos being long, but we want basic combos to be shorter. To make the matches develop faster, we have lowered the time before you can stand up. If combos are too long we have failed.

Mori: Yeah, we are fully aware of it. Take away the combos and it is not BlazBlue anymore. But it is not about making combos not connecting, instead just making the game speed higher.We also want to make the game to have fewer Time Ups, so we are trying to make the characters interact with each other more.

I: Did you want to weaken the long-range characters?M: We didn’t adjust it like that. Since best players from all over the country were taking part in the adjustments, you shouldn’t hope for something like that. If it was that boring, it’d make me angry (laughs).I: So you’re focusing on all aspects equally. Speaking of the system, you’ve added a new mechanic called Overdrive; what can you say about it?M: It’s an offensive mechanic that is paired with the defensive “Break Burst” mechanic. Since we didn’t want it to simply counter Break Burst , so Overdrive ended up really aggressive. Since you gain a considerable power boost, the chances of the round ending soon rise considerably. However, since it uses the same gauge as Break Burst, the player has to choose between the two.I: Aha, so it’s up to the player to decide on which one to use.M: Yes. The gauge that is used for Break Burst and Overdrive recovers over time, and it carries over between the rounds. If you use it in the first round, you can use it again around the end of the second round. Since I have no idea about the Overdrive’s influence on the fighting scene, I look forward to seeing it in action. By the way, this change isn’t in the build used in the loketest that started on August 6th, but we’re planning to give you improved versions of super-moves while in Overdrive.I: Putting together the overall improvements and move power-ups, it does sound really aggressive.M: Yes. I wanted it to have the feeling of decisive advantage when you use it. Do you go for a quick fight and use Overdrive, or do you play carefully and leave it for Break Burst – we believe that choices like that will be happening all the time.I: When your opponent uses Overdrive, the choice seems to lean towards Break Burst, isn’t it?M: That’s right. You want to end it quickly if the opponent is using Overdrive. Or you may want to carefully avoid the enemy’s advances, maybe even without using Break Burst. I believe that the exact strategy depends on the character.I: It does seem like the game is less passive with that.M: Yes. Instead of making some extreme changes to make the game more aggressive, we went for a way of switching between defense and offense quickly.

I: Well then, how did you remake the visuals?M: The main concept behind the new visuals is “Everything you see is different”. Since the story has moved to Ikaruga, every single stage except for Rachel’s has changed completely.I: Have the stages become more varied, too?M: Of course. Though there are currently around 12 stages, with such backgrounds as the jungle or the snow-covered stage, there are now many different scenes other than the city landscapes.I: The character illustrations have completely changed, too.M: Yes. It’s me who’ve drawn them. Last time, we were using my designs and Kato was drawing them, and this time, we were using Kato’s designs with me drawing them. We decided that the move to Ikaruga was a good enough reason for the change of the artwork’s taste. Actually, you may not notice this, but we also made some changes to the character sprites. I think that Ragna is one of the characters that changed the most.I: When the changes are as drastic as Noel’s, it shouldn’t be surprising that you had to make her sprites more detailed.M: Yes. Actually, many members of the staff were angry about Noel losing her hat. Since they had to draw her from scratch, they were like “Why did you have to change it!?” (laughs).I: (laughs)M: We were thinking about giving Jin new clothes, too. However, we don’t think that Jin cares about his clothes that much, so we ended up leaving them as is (laughs).I: Doesn’t care about his clothes? (laughs) By the way, has the music changed completely, too?M: Of course, all the music has changed, too. Though the existing characters got their themes remixed, Tager’s theme got a completely different feeling to it.

I: Three completely new characters have been revealed. Can you please tell us something about each of them?M: Starting with Amane, it was Ragna’s voice actor, Tomokazu Sugita, who brought us his initial concept.I: What! Which part of Amane was Sugita-san’s idea?M: The Drive (character’s special ability) called “Spiral” that uses a drill and can overheat, making it impossible to use for a while, and the overall feeling of dancing while fighting.I: Aha, so Amane fights with a drill?M: Yes. Amane ended up to be a good design of a long-ranged character. He can pull the opponent in with his cloth, or he can perform a multi-hit attack with the drill. For the experienced players, his fighting style can be summed up as “The character who cares about hit-confirms a lot”.I: So he ended up as an advanced character for experienced players?M: Yes. Furthermore, even if you block the drill, the chip damage is still quite large. Also, since he can only fight at the very long range or at the very short range, I do think that he’s going to be played by the experienced players.I: I can’t remember any other character who cares about chip that much. Moving on, what does Azrael have?M: Azrael is a soldier that belongs to the same “Sector Seven” organization as Tager, who can implant weak points into the enemy with his Drive, The Terror. The idea is that he puts a curse on you for a short time. When a Drive attack connects, a weak point is put on you, and when it’s hit, your hit stun becomes much longer and attacks gain additional effects. Though his fighting style revolves around finding the way of applying the weak points to the opponent, his attack power is quite high, so you can still fight well even without using Drive. Since his movement is on the slower side, he’s pretty close to Hakumen in terms of gameplay.I: Did his original idea belong to you?M: Yes. It was me who came up with this idea. In the whole BlazBlue cast, there was no character that had a reason to furiously fight against every single opponent. Thus, the idea of a “Tyrant character” was born. Both Azrael and Bullet were made specifically to make an impact on the story. This time, when we told the staff about their roles in the story, they were excited about how to derive their fighting styles from it. And then I made new adjustments, and the cycle began anew.I: Okay, lastly, what can you say about Bullet?M: Well, she’s quite large-breasted, isn’t she? (laughs) Jokes aside, she’s based on Tager’s initial design that we didn’t use: “You can throw your enemy by pressing the D button”.I: Though she doesn’t look like one, she’s actually a grappler with strong throws, isn’t she?M: She’s not simply about throws, more about “Strike throws” that stun the enemy when you hit with them. You quickly throw the enemy and go for a combo right away.I: Can you escape throws in the middle of a throw combo?M: You cannot. However, since it’s a strike throw, you can block the initial strike. I think that, out of all the new characters, Bullet is the easiest to play. Not only does she have the strike throws, but she also has a projectile, so the overall balance is pretty good.I: Will you recommend Bullet to the players who can’t decide on a character to main?M: Yes. Since she has a great feeling about her, I’d recommend everyone to try her out at least once.I: Now then, what part are these characters going to take in the story, and how are they related to the existing characters?M: First of all, as you might guess from his attention to young handsome boys, Amane is interested in adding Carl to his traveling troupe. However, he also interests Rachel for some reason, so there’s going to be some interaction between them, too. This is not related to the story, but you should see Amane’s opening animation. Every single member of his troupe comes out (laughs). His Astral Heat was also a hell to produce; our team members have put all their blood, sweat and tears into it.I: Sounds like fun (laughs).M: Azrael has been sealed by the “Sector Seven” organization that Kokonoe and Tager belong to. Since he doesn’t differentiate between friend and foe while enraged, he has put a limiter on himself. Also, since he’s a battle maniac, he doesn’t care about winning or losing in a fight. He’s quite troublesome to deal with for everyone involved (laughs). Naturally, among the existing characters, he has a deep relation with Tager and Kokonoe. By the way, since this installment revolves around Sector Seven a lot, the Sector Seven characters now take a much bigger role in the story. Ah, I almost forgot to say how amazing Yasumoto-san’s voice is, do look forward to listening to it.I: Indeed, Yasumoto-san’s voice seems to fit him well.M: Finally, we have Bullet. She, too, is a character that’s related to Sector Seven. When the game is released in the arcades, I recommend you to check out the story mode as soon as possible. I’d especially recommend you to pay attention to Amane and Bullet’s dialogues, since they’re pretty interesting.

I: Speaking of the story as a whole, moving to Ikaruga means that it progressed a lot.M: Yes. Initially, we wanted to make BlazBlue into a trilogy, but I don’t feel like it’s going to end anytime soon…I: It has become a really epic story.M: Yes. This time, when we’re talking about “the whole story”, we mean the introduction, the development, the climax and the denouement. We’re finally going to firmly conclude the story of the Six Heroes’ past. Since this is the main plot point behind this installment, the title is “Chronophantasma”, the illusion of time.I: So you pay a lot of attention to the story, too. Right now, the major players are Rachel, Hakumen and Hazama, but Ikaruga is a hometown of Bang. Does that mean that…?M: Exactly. This time, Bang takes an extremely important part in the story.I: Aha. The Bang fans must be very excited. By the way, Kokonoe is still not playable, even though she seems to be even more important this time…?

Mori: Kokonoe is really popular, if we don't give her a spot, it'll bad right?Interviewer: So she will be a new character after the current three?Mori: I would like you to understand that I am a liar...Interviewer: How about Mikado... ?Mori: Won't show up in the arcades, but those playing at home have something to look forward to."

I: Such attention to the story certainly is surprising for an arcade fighting game, even though it will have a home release.M: It’s all because many BlazBlue fans have expectations for the story, too.

I: You have added new moves to all characters it looks like.M: If we didn't people would get mad, right? So all characters got at least one new move. Some characters like Noel got a new Astral animation as well.I: It seems like some characters are missing from the selection screen.M: Well the story has moved on, so Mu and Lambda isn't there. Well, if you want to know what happened to them, play some story mode after the arcade release.I: Is there some character you haven't announced yet.M: Yes, apart from the three new characters, we have really cool boss character ready fore you guys.I: What, for real?M: Yes, but it is not a Last Boss, it is just a Boss Characters, as the last boss for each characters story is different.

I: Everyone's eyes is on Litchi right now.M: Seems so. Some staff members that really like Litchi has put real effort into adjusting her, and added a new special that you can use whether you have the staff ornot.I: She is really liked.M: Ability-wise Arakune and Jin really changed. Jins combos have completely changed, so I think players will be confused at first. We made so that Arakune can curse opponent easier, but it also disappears faster. We still need to analyze this loketest but, we are moving in the direction of making the bugs more expensive. Arakune can now also speak.I: Some characters, like Ragna, haven't changed much?M: Well, Ragna is the main character so many new players choose him, so we want to keep him simple. We also gave him a cool new move. As Ragna and Bangs power-ups are now overdrives, so that is a little change.I: Carl and the other hard to use characters, have they changed?M: Their fighting style haven't changed. As such, we have given them some new tools such player would like. People might get angry with me for saying this, but I think Carl and Arakune are the strongest. It is nothing wrong with hard to play characters are strong.I: So have you changed the sounds?M: Yes, we have rerecorded everthing. As P4U got so popular, we have reviewed our Stylish Mode and made it easier.

Cliff notes from the interview!

- Game will release in arcades in 2012 (previously listed for "Winter" which could be anywhere from Dec~Feb)- The game will be shown next month (Sep) at Tokyo Game Show and will be in a near complete state- A 2nd location test will be planned and announced shortly (as soon as they make adjustments from this 1st set)- Story mode will (obviously) follow up immediately after Extend- All console exclusive features are merely in planning stages; but instead of individual stories like previous games, they'd like to have 3 major scenarios which will intersect and reveal the true ending. You'll be able to switching between characters within a scenario (presumably those involved in the current events)- Expect the volume of Story mode to rival previous installments- Console version will include a tutorial (with more "instructor" voices--like how Rachel "taught" you in CS) and an Abyss-like mode

Tsubaki Overdrive info- Called Second Install and does automatic charge recovery while it is active.- Some charge gain, but compared to Hakumen very slow.- Start of round 2, an overdrive gave about 3.5 charges.

- Note: Tsubaki Mugen (214214D) is still listed as a Distortion. Inferring from that you do not need to be in Overdrive in order to use it.

From JP BBS, Twitter, Video, and DL translators- Command grab, didn't seem to be able to cancel with any moves.- Charge move has a bit of recovery afterwards so you can't immediately follow-up with 236D. (speculation)

Normals- 5B and 5C seem to be unchanged i.e. 5B slow recovery, 5C fast startup remain- 5B's whiff recovery feels the same- Back throw leaves them standing near you, similar to CS1 throw. Forward throws screen bounce.- 2C is faster?- 2CC floats higher, feels as though it was to make it harder or maybe impossible to do IAD combos.- Questioning whether 6B is still + on block. 6B CH will still combo in 5CC, etc. (speculation)- 3C can't be jump cancelled still. Probably still jc on hit.- 3CC seems to float higher- 6CC seems to float less- 5C no longer jump cancellable on hit- 5B remains jump cancellable- 6B now causes the opponent to float a bit and you can pick up afterwards with 5C

Specials- 623C has a lot of invincibility (speculation) 623C 'appears' to have invincibility, but was tested as anti-air.. and not really sure.- 236D on air hit, causes the opponent to bounce back similar to a 22x CH, but it doesn't have to be a CH.- Something different about 22x(which?) or 236D - midscreen, 236D will not connect after a hit.- 214D doesn't float as high- j.214D still able to be followed up with 5C > 2CC or 3CC in the corner.- j.214C looks like it goes further?- 22D (barring not being an unblockable fully charged anymore) looks the same in the Tao vs Tsubaki video as long as it wasn't a CH- j.236A can't be cancelled into j.214D, it seems. Maybe only on whiff? Or maybe at all. Or maybe just referring to the special effect.- j.236A trajectory is more like j.236C from CSEX.- 22D max charge during mugen is still not unblockable.

Supers- 5 charge 236236D is about 2800 damage (speculation: This may be during mugen since it's supposed to only cost 1 charge now)- Mugen takes priority over Overdrive

- Kerokero combo worked perfectly from a throw, doesn't seem to be an issue.

- Alright, didn't get the last sentence but about overdrive. Wind regen constantly is at its maximum speed on the ground, still no air regen on the other hand. From what he heard, it has startup invincibility so maybe we could come up with some new mindgames like whiffing a move and cancelling into this to punish a punish attempt. 5A>~>3C part is an example of it but I didn't get it.

- Looks like you can gatling into crush trigger. It came out smoothly from another move but the startup of CT itself is bloody slow.Note to self: Gato is short for gatling, welp shit, jp FG slang.

- Basic gatlingsPretty self explanatory so I'mma skip this part. He just says that he forgot 4B gatlings and that her gatlings haven't changed much.Also, the way to read this most likely is:5B, cancels into 2B>5B OR 3C OR jump cancel OR 6C. Shit is pretty confusing when written like that but we'll see once we actually get footage of Rachel.

- j.A IOH still here, no problem whatsoever. I have no idea what "F style" refers to here.

- 3C still hits twice against Noel, no changes here. 3C basically hasn't changed at all from what we can see.3C>B or C lobe>5A is very tough now as both versions of lobelia make the opponent fall towards the 3 direction on hit. Basically impossible midscreen?

- 4B changes on hit.Bounces on hit. Much like Slayer's 5HS air hit. Bounces even on a grounded opponent and the bounce itself changes depending on the height at which 4B hits.So assuming you've got a pole nearby, you could do things like 3C>8D with A lotus, 4B ground bounce, and pick it up with 5B for instance. Looks like the ground bounce actually is untechable (excluding emergency tech), which gives quite a lot of combo options.

- Something about finding out whether j.2C hits overhead or not? Stupid typo makes it impossible to understand but nothing confirmed so let's assume it's not an overhead for now.Can't cancel into j.C, cancels into air specials, cancels into ground normals. Startup may be slower than earlier versions. It only gets a hitbox once you start coming down.

- general impressions on the game.He heard that the game was very fast but has his doubts about this. Walking speed is very slow (and this issue is not limited to Rachel but other chars as well) which is quite irritating.Hitstop is much sharper(?) than in earlier iterations. On air hits, the opponents fall at an incredible speed so GRAVITY CHANGES GALORE !Astral command might have changed. On a side note, it links from B lotus. Scary stuff.Something about sound effects, I couldn't make out the first sentence but guarding gives out a dull metallic sound.

- Something about how lobelias bounce back. I couldn't understand half of it so if someone's feeling like translating it, please do. I have my own speculations on this but I'd rather not share something I'm not even sure about.

- CT makes more than half of the barrier gauge disappear.

- 6B jump cancellable CH still wall bounces.

- Ao niku (j.2C lvl2>B lobelia>...) is hard as all fuck because of aforementioned changes to B lobelia. Maybe we could replace the current j.C>j.C with j.B>j.C?

- Lolicon combo (j.236A>j.2C lvl3 trick). Impossible (lol). The changes in j.2C's startup completely messed up the timing and despit trying a bunch of different heights to make up for it, he couldn't get it out even once.

- I'mma skip the unrelated part about him getting raped by an ikemen Carl. No major changes there, maybe a bit more untechable time? The timing to input wind has changed a wee bit but 2C CH>2D>5C still works like a charm.

- Corner 5CC wallsplats? And for quite a long time too. It feels like it almost lasts for a whole second

- Description of A and B lotus. Nothing new here. It seems you can have more than 2 lotuses out at the same time (unconfirmed). A lotus is affected by vertical wind I think (it says "shield" but I think it's vertical wind). Something about air lotus, I've already described it in my previous post. With an A lotus out, 3C>2D launches the opponent around high jump height. He couldn't do 3D>2D>frog>3C. (I..... think there are a couple of obvious mistakes here, namely 3C>8D instead of 3C>2D or even 3D>2D which doesn't even make any sense, but let's wait and see if we get videos of Rachel in the near future. I sure hope so.)